forked from Misaki/GhostEngine
Refactor error handling: use Error enum, update APIs
Replaces ErrorStatus with Error across all systems for consistency. Renames ResourceBarrierData fields to camelCase. Adds BindlessAccess enum and updates GetBindlessIndex API. Updates method signatures, result types, and error checks. Modernizes HLSL mesh shader syntax and fixes naming. Improves code style and updates comments for clarity.
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@@ -47,6 +47,7 @@ internal sealed class RenderGraphContext : IRasterRenderContext, IComputeRenderC
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private readonly TextureFormat[] _rtvFormats;
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private TextureFormat _dsvFormat;
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private int _rtvCount;
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private Handle<GraphicsBuffer> _activePerMaterialData;
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private Handle<GraphicsBuffer> _activePerMeshData;
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@@ -82,6 +83,7 @@ internal sealed class RenderGraphContext : IRasterRenderContext, IComputeRenderC
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}
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_dsvFormat = dsvFormat;
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_rtvCount = rtvFormats.Length;
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}
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public Handle<GPUResource> GetActualResource(Identifier<RGResource> resource)
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@@ -145,7 +147,7 @@ internal sealed class RenderGraphContext : IRasterRenderContext, IComputeRenderC
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VariantKey = shaderVariantKey,
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PipelineOption = materialPipeline,
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RtvFormats = _rtvFormats,
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RtvFormats = _rtvFormats.AsSpan(0, _rtvCount),
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DsvFormat = _dsvFormat,
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};
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